The military needed highly
trained and physically capable soldiers to undertake the most difficult missions.
But a full-conversion cyborg is a very expensive piece of equipment, and sometimes
ACPA just can`t cut it. The army wanted a relatively cheap but comparative alternative
to a Dragoon. Then Raven MicroCybernetics came up with the "chem warrior",
or "Juicer". Use massive amounts of drugs and stimulants combined
with a reasonable amount of cybernetic enhancements, and you have a super-soldier
almost comparable to a `borg with a fraction of the cost and maintainance.

But there is a price.
The increased metabolism and strain on the body cause it to burn out prematurely,
and in six or seven years the body has been used up. After that, it`s only a
matter of months before the Juicer dies. Slowly reducing the drug dosage, using
replacement organs and muscular treatments may save the Juicer from dying, but
he will be a shadow of his former self. Most Juicers can`t handle the loss of
their superhuman abilities, and go insane or kill themselves rather than continue
existing as a "weakling".

Use the rules from Home
of the Brave-supplement for creating a military character, with the following
modifications:
-Requirements: Bod 9, Ref 9, Emp 7, Cool 8. Role must be Solo.
-Counts as a marine for Basic and AIT, automatically makes it to Spec Ops.
-Do NOT roll for life events, there was no time for such things.
-See the cybernetics section for game
stats
on the juicer conversion.

Or, if you don`t have
HotB, then roll up a Solo, and apply the following modifications:
-Must meet the minimun requirements, see above.
-Add 10 skill points to distribute in the following skills: Combat sense, Submachinegun,
Melee, Rifle, Handgun, Martial Arts(choose), Stealth, Athletics, Awareness.
-Do NOT roll for life events, and gets the juicer conversion as above.

New role: The Guyver

The guyver is not so much
a role to itself, rather a modification that is appliad to the basic career
skill package of an existing role, much like the juicer described above.

-Two random skills are
replaced from the career skill package with the Guyver Control and Weapons skills.

-The characters special
ability skill is raised to difficulty level 2, this reflects the fact that he
has been learning the guyver rather than his profession. Yeah, the guyver skills
have a high diff too... guess there`s no such thing as a free lunch, eh?

-One of the characters
life-events will automatically be about discovering the guyver (and perhaps
befriending a mentor who teached it`s use). The higher the guyver skills, the
earlier it was merged.